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/**************************************************************************/
/* gpu_particles_3d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/**************************************************************************/
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# include "gpu_particles_3d.h"
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# include "scene/resources/particle_process_material.h"
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AABB GPUParticles3D : : get_aabb ( ) const {
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return AABB ( ) ;
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}
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void GPUParticles3D : : set_emitting ( bool p_emitting ) {
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RS : : get_singleton ( ) - > particles_set_emitting ( particles , p_emitting ) ;
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if ( p_emitting & & one_shot ) {
set_process_internal ( true ) ;
} else if ( ! p_emitting ) {
set_process_internal ( false ) ;
}
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}
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void GPUParticles3D : : set_amount ( int p_amount ) {
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ERR_FAIL_COND_MSG ( p_amount < 1 , " Amount of particles cannot be smaller than 1. " ) ;
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amount = p_amount ;
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RS : : get_singleton ( ) - > particles_set_amount ( particles , amount ) ;
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}
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void GPUParticles3D : : set_lifetime ( double p_lifetime ) {
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ERR_FAIL_COND_MSG ( p_lifetime < = 0 , " Particles lifetime must be greater than 0. " ) ;
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lifetime = p_lifetime ;
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RS : : get_singleton ( ) - > particles_set_lifetime ( particles , lifetime ) ;
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}
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void GPUParticles3D : : set_one_shot ( bool p_one_shot ) {
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one_shot = p_one_shot ;
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RS : : get_singleton ( ) - > particles_set_one_shot ( particles , one_shot ) ;
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if ( is_emitting ( ) ) {
set_process_internal ( true ) ;
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if ( ! one_shot ) {
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RenderingServer : : get_singleton ( ) - > particles_restart ( particles ) ;
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}
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}
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if ( ! one_shot ) {
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set_process_internal ( false ) ;
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}
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}
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void GPUParticles3D : : set_pre_process_time ( double p_time ) {
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pre_process_time = p_time ;
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RS : : get_singleton ( ) - > particles_set_pre_process_time ( particles , pre_process_time ) ;
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}
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void GPUParticles3D : : set_explosiveness_ratio ( real_t p_ratio ) {
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explosiveness_ratio = p_ratio ;
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RS : : get_singleton ( ) - > particles_set_explosiveness_ratio ( particles , explosiveness_ratio ) ;
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}
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void GPUParticles3D : : set_randomness_ratio ( real_t p_ratio ) {
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randomness_ratio = p_ratio ;
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RS : : get_singleton ( ) - > particles_set_randomness_ratio ( particles , randomness_ratio ) ;
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}
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void GPUParticles3D : : set_visibility_aabb ( const AABB & p_aabb ) {
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visibility_aabb = p_aabb ;
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RS : : get_singleton ( ) - > particles_set_custom_aabb ( particles , visibility_aabb ) ;
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update_gizmos ( ) ;
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}
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void GPUParticles3D : : set_use_local_coordinates ( bool p_enable ) {
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local_coords = p_enable ;
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RS : : get_singleton ( ) - > particles_set_use_local_coordinates ( particles , local_coords ) ;
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}
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void GPUParticles3D : : set_process_material ( const Ref < Material > & p_material ) {
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process_material = p_material ;
RID material_rid ;
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if ( process_material . is_valid ( ) ) {
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material_rid = process_material - > get_rid ( ) ;
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}
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RS : : get_singleton ( ) - > particles_set_process_material ( particles , material_rid ) ;
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update_configuration_warnings ( ) ;
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}
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void GPUParticles3D : : set_speed_scale ( double p_scale ) {
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speed_scale = p_scale ;
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RS : : get_singleton ( ) - > particles_set_speed_scale ( particles , p_scale ) ;
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}
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void GPUParticles3D : : set_collision_base_size ( real_t p_size ) {
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collision_base_size = p_size ;
RS : : get_singleton ( ) - > particles_set_collision_base_size ( particles , p_size ) ;
}
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bool GPUParticles3D : : is_emitting ( ) const {
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return RS : : get_singleton ( ) - > particles_get_emitting ( particles ) ;
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}
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int GPUParticles3D : : get_amount ( ) const {
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return amount ;
}
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double GPUParticles3D : : get_lifetime ( ) const {
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return lifetime ;
}
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bool GPUParticles3D : : get_one_shot ( ) const {
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return one_shot ;
}
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double GPUParticles3D : : get_pre_process_time ( ) const {
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return pre_process_time ;
}
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real_t GPUParticles3D : : get_explosiveness_ratio ( ) const {
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return explosiveness_ratio ;
}
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real_t GPUParticles3D : : get_randomness_ratio ( ) const {
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return randomness_ratio ;
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}
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AABB GPUParticles3D : : get_visibility_aabb ( ) const {
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return visibility_aabb ;
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}
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bool GPUParticles3D : : get_use_local_coordinates ( ) const {
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return local_coords ;
}
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Ref < Material > GPUParticles3D : : get_process_material ( ) const {
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return process_material ;
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}
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double GPUParticles3D : : get_speed_scale ( ) const {
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return speed_scale ;
}
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real_t GPUParticles3D : : get_collision_base_size ( ) const {
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return collision_base_size ;
}
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void GPUParticles3D : : set_draw_order ( DrawOrder p_order ) {
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draw_order = p_order ;
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RS : : get_singleton ( ) - > particles_set_draw_order ( particles , RS : : ParticlesDrawOrder ( p_order ) ) ;
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}
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void GPUParticles3D : : set_trail_enabled ( bool p_enabled ) {
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trail_enabled = p_enabled ;
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RS : : get_singleton ( ) - > particles_set_trails ( particles , trail_enabled , trail_lifetime ) ;
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update_configuration_warnings ( ) ;
}
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void GPUParticles3D : : set_trail_lifetime ( double p_seconds ) {
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ERR_FAIL_COND ( p_seconds < 0.001 ) ;
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trail_lifetime = p_seconds ;
RS : : get_singleton ( ) - > particles_set_trails ( particles , trail_enabled , trail_lifetime ) ;
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}
bool GPUParticles3D : : is_trail_enabled ( ) const {
return trail_enabled ;
}
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double GPUParticles3D : : get_trail_lifetime ( ) const {
return trail_lifetime ;
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}
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GPUParticles3D : : DrawOrder GPUParticles3D : : get_draw_order ( ) const {
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return draw_order ;
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}
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void GPUParticles3D : : set_draw_passes ( int p_count ) {
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ERR_FAIL_COND ( p_count < 1 ) ;
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for ( int i = p_count ; i < draw_passes . size ( ) ; i + + ) {
set_draw_pass_mesh ( i , Ref < Mesh > ( ) ) ;
}
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draw_passes . resize ( p_count ) ;
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RS : : get_singleton ( ) - > particles_set_draw_passes ( particles , p_count ) ;
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notify_property_list_changed ( ) ;
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}
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int GPUParticles3D : : get_draw_passes ( ) const {
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return draw_passes . size ( ) ;
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}
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void GPUParticles3D : : set_draw_pass_mesh ( int p_pass , const Ref < Mesh > & p_mesh ) {
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ERR_FAIL_INDEX ( p_pass , draw_passes . size ( ) ) ;
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if ( Engine : : get_singleton ( ) - > is_editor_hint ( ) & & draw_passes . write [ p_pass ] . is_valid ( ) ) {
draw_passes . write [ p_pass ] - > disconnect ( " changed " , callable_mp ( ( Node * ) this , & Node : : update_configuration_warnings ) ) ;
}
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draw_passes . write [ p_pass ] = p_mesh ;
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if ( Engine : : get_singleton ( ) - > is_editor_hint ( ) & & draw_passes . write [ p_pass ] . is_valid ( ) ) {
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draw_passes . write [ p_pass ] - > connect ( " changed " , callable_mp ( ( Node * ) this , & Node : : update_configuration_warnings ) , CONNECT_DEFERRED ) ;
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}
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RID mesh_rid ;
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if ( p_mesh . is_valid ( ) ) {
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mesh_rid = p_mesh - > get_rid ( ) ;
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}
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RS : : get_singleton ( ) - > particles_set_draw_pass_mesh ( particles , p_pass , mesh_rid ) ;
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_skinning_changed ( ) ;
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update_configuration_warnings ( ) ;
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}
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Ref < Mesh > GPUParticles3D : : get_draw_pass_mesh ( int p_pass ) const {
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ERR_FAIL_INDEX_V ( p_pass , draw_passes . size ( ) , Ref < Mesh > ( ) ) ;
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return draw_passes [ p_pass ] ;
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}
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void GPUParticles3D : : set_fixed_fps ( int p_count ) {
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fixed_fps = p_count ;
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RS : : get_singleton ( ) - > particles_set_fixed_fps ( particles , p_count ) ;
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}
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int GPUParticles3D : : get_fixed_fps ( ) const {
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return fixed_fps ;
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}
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void GPUParticles3D : : set_fractional_delta ( bool p_enable ) {
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fractional_delta = p_enable ;
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RS : : get_singleton ( ) - > particles_set_fractional_delta ( particles , p_enable ) ;
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}
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bool GPUParticles3D : : get_fractional_delta ( ) const {
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return fractional_delta ;
}
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void GPUParticles3D : : set_interpolate ( bool p_enable ) {
interpolate = p_enable ;
RS : : get_singleton ( ) - > particles_set_interpolate ( particles , p_enable ) ;
}
bool GPUParticles3D : : get_interpolate ( ) const {
return interpolate ;
}
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PackedStringArray GPUParticles3D : : get_configuration_warnings ( ) const {
PackedStringArray warnings = GeometryInstance3D : : get_configuration_warnings ( ) ;
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bool meshes_found = false ;
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bool anim_material_found = false ;
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for ( int i = 0 ; i < draw_passes . size ( ) ; i + + ) {
if ( draw_passes [ i ] . is_valid ( ) ) {
meshes_found = true ;
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for ( int j = 0 ; j < draw_passes [ i ] - > get_surface_count ( ) ; j + + ) {
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anim_material_found = Object : : cast_to < ShaderMaterial > ( draw_passes [ i ] - > surface_get_material ( j ) . ptr ( ) ) ! = nullptr ;
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BaseMaterial3D * spat = Object : : cast_to < BaseMaterial3D > ( draw_passes [ i ] - > surface_get_material ( j ) . ptr ( ) ) ;
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anim_material_found = anim_material_found | | ( spat & & spat - > get_billboard_mode ( ) = = StandardMaterial3D : : BILLBOARD_PARTICLES ) ;
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}
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if ( anim_material_found ) {
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break ;
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}
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}
}
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anim_material_found = anim_material_found | | Object : : cast_to < ShaderMaterial > ( get_material_override ( ) . ptr ( ) ) ! = nullptr ;
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{
BaseMaterial3D * spat = Object : : cast_to < BaseMaterial3D > ( get_material_override ( ) . ptr ( ) ) ;
anim_material_found = anim_material_found | | ( spat & & spat - > get_billboard_mode ( ) = = BaseMaterial3D : : BILLBOARD_PARTICLES ) ;
}
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if ( ! meshes_found ) {
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warnings . push_back ( RTR ( " Nothing is visible because meshes have not been assigned to draw passes. " ) ) ;
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}
if ( process_material . is_null ( ) ) {
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warnings . push_back ( RTR ( " A material to process the particles is not assigned, so no behavior is imprinted. " ) ) ;
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} else {
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const ParticleProcessMaterial * process = Object : : cast_to < ParticleProcessMaterial > ( process_material . ptr ( ) ) ;
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if ( ! anim_material_found & & process & &
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( process - > get_param_max ( ParticleProcessMaterial : : PARAM_ANIM_SPEED ) ! = 0.0 | | process - > get_param_max ( ParticleProcessMaterial : : PARAM_ANIM_OFFSET ) ! = 0.0 | |
process - > get_param_texture ( ParticleProcessMaterial : : PARAM_ANIM_SPEED ) . is_valid ( ) | | process - > get_param_texture ( ParticleProcessMaterial : : PARAM_ANIM_OFFSET ) . is_valid ( ) ) ) {
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warnings . push_back ( RTR ( " Particles animation requires the usage of a BaseMaterial3D whose Billboard Mode is set to \" Particle Billboard \" . " ) ) ;
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}
}
if ( trail_enabled ) {
int dp_count = 0 ;
bool missing_trails = false ;
bool no_materials = false ;
for ( int i = 0 ; i < draw_passes . size ( ) ; i + + ) {
Ref < Mesh > draw_pass = draw_passes [ i ] ;
if ( draw_pass . is_valid ( ) & & draw_pass - > get_builtin_bind_pose_count ( ) > 0 ) {
dp_count + + ;
}
if ( draw_pass . is_valid ( ) ) {
int mats_found = 0 ;
for ( int j = 0 ; j < draw_passes [ i ] - > get_surface_count ( ) ; j + + ) {
BaseMaterial3D * spat = Object : : cast_to < BaseMaterial3D > ( draw_passes [ i ] - > surface_get_material ( j ) . ptr ( ) ) ;
if ( spat ) {
mats_found + + ;
}
if ( spat & & ! spat - > get_flag ( BaseMaterial3D : : FLAG_PARTICLE_TRAILS_MODE ) ) {
missing_trails = true ;
}
}
if ( mats_found ! = draw_passes [ i ] - > get_surface_count ( ) ) {
no_materials = true ;
}
}
}
BaseMaterial3D * spat = Object : : cast_to < BaseMaterial3D > ( get_material_override ( ) . ptr ( ) ) ;
if ( spat ) {
no_materials = false ;
}
if ( spat & & ! spat - > get_flag ( BaseMaterial3D : : FLAG_PARTICLE_TRAILS_MODE ) ) {
missing_trails = true ;
}
if ( dp_count & & skin . is_valid ( ) ) {
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warnings . push_back ( RTR ( " Using Trail meshes with a skin causes Skin to override Trail poses. Suggest removing the Skin. " ) ) ;
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} else if ( dp_count = = 0 & & skin . is_null ( ) ) {
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warnings . push_back ( RTR ( " Trails active, but neither Trail meshes or a Skin were found. " ) ) ;
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} else if ( dp_count > 1 ) {
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warnings . push_back ( RTR ( " Only one Trail mesh is supported. If you want to use more than a single mesh, a Skin is needed (see documentation). " ) ) ;
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}
if ( ( dp_count | | ! skin . is_null ( ) ) & & ( missing_trails | | no_materials ) ) {
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warnings . push_back ( RTR ( " Trails enabled, but one or more mesh materials are either missing or not set for trails rendering. " ) ) ;
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}
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if ( OS : : get_singleton ( ) - > get_current_rendering_method ( ) = = " gl_compatibility " ) {
warnings . push_back ( RTR ( " Particle trails are only available when using the Forward+ or Mobile rendering backends. " ) ) ;
}
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}
return warnings ;
}
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void GPUParticles3D : : restart ( ) {
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RenderingServer : : get_singleton ( ) - > particles_restart ( particles ) ;
RenderingServer : : get_singleton ( ) - > particles_set_emitting ( particles , true ) ;
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}
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AABB GPUParticles3D : : capture_aabb ( ) const {
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return RS : : get_singleton ( ) - > particles_get_current_aabb ( particles ) ;
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}
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void GPUParticles3D : : _validate_property ( PropertyInfo & p_property ) const {
if ( p_property . name . begins_with ( " draw_pass_ " ) ) {
int index = p_property . name . get_slicec ( ' _ ' , 2 ) . to_int ( ) - 1 ;
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if ( index > = draw_passes . size ( ) ) {
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p_property . usage = PROPERTY_USAGE_NONE ;
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return ;
}
}
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}
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void GPUParticles3D : : emit_particle ( const Transform3D & p_transform , const Vector3 & p_velocity , const Color & p_color , const Color & p_custom , uint32_t p_emit_flags ) {
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RS : : get_singleton ( ) - > particles_emit ( particles , p_transform , p_velocity , p_color , p_custom , p_emit_flags ) ;
}
void GPUParticles3D : : _attach_sub_emitter ( ) {
Node * n = get_node_or_null ( sub_emitter ) ;
if ( n ) {
GPUParticles3D * sen = Object : : cast_to < GPUParticles3D > ( n ) ;
if ( sen & & sen ! = this ) {
RS : : get_singleton ( ) - > particles_set_subemitter ( particles , sen - > particles ) ;
}
}
}
void GPUParticles3D : : set_sub_emitter ( const NodePath & p_path ) {
if ( is_inside_tree ( ) ) {
RS : : get_singleton ( ) - > particles_set_subemitter ( particles , RID ( ) ) ;
}
sub_emitter = p_path ;
if ( is_inside_tree ( ) & & sub_emitter ! = NodePath ( ) ) {
_attach_sub_emitter ( ) ;
}
}
NodePath GPUParticles3D : : get_sub_emitter ( ) const {
return sub_emitter ;
}
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void GPUParticles3D : : _notification ( int p_what ) {
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switch ( p_what ) {
case NOTIFICATION_PAUSED :
case NOTIFICATION_UNPAUSED : {
if ( can_process ( ) ) {
RS : : get_singleton ( ) - > particles_set_speed_scale ( particles , speed_scale ) ;
} else {
RS : : get_singleton ( ) - > particles_set_speed_scale ( particles , 0 ) ;
}
} break ;
// Use internal process when emitting and one_shot is on so that when
// the shot ends the editor can properly update.
case NOTIFICATION_INTERNAL_PROCESS : {
if ( one_shot & & ! is_emitting ( ) ) {
notify_property_list_changed ( ) ;
set_process_internal ( false ) ;
}
} break ;
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case NOTIFICATION_ENTER_TREE : {
if ( sub_emitter ! = NodePath ( ) ) {
_attach_sub_emitter ( ) ;
}
} break ;
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case NOTIFICATION_EXIT_TREE : {
RS : : get_singleton ( ) - > particles_set_subemitter ( particles , RID ( ) ) ;
} break ;
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case NOTIFICATION_VISIBILITY_CHANGED : {
// Make sure particles are updated before rendering occurs if they were active before.
if ( is_visible_in_tree ( ) & & ! RS : : get_singleton ( ) - > particles_is_inactive ( particles ) ) {
RS : : get_singleton ( ) - > particles_request_process ( particles ) ;
}
} break ;
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}
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}
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void GPUParticles3D : : _skinning_changed ( ) {
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Vector < Transform3D > xforms ;
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if ( skin . is_valid ( ) ) {
xforms . resize ( skin - > get_bind_count ( ) ) ;
for ( int i = 0 ; i < skin - > get_bind_count ( ) ; i + + ) {
xforms . write [ i ] = skin - > get_bind_pose ( i ) ;
}
} else {
for ( int i = 0 ; i < draw_passes . size ( ) ; i + + ) {
Ref < Mesh > draw_pass = draw_passes [ i ] ;
if ( draw_pass . is_valid ( ) & & draw_pass - > get_builtin_bind_pose_count ( ) > 0 ) {
xforms . resize ( draw_pass - > get_builtin_bind_pose_count ( ) ) ;
for ( int j = 0 ; j < draw_pass - > get_builtin_bind_pose_count ( ) ; j + + ) {
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xforms . write [ j ] = draw_pass - > get_builtin_bind_pose ( j ) ;
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}
break ;
}
}
}
RS : : get_singleton ( ) - > particles_set_trail_bind_poses ( particles , xforms ) ;
update_configuration_warnings ( ) ;
}
void GPUParticles3D : : set_skin ( const Ref < Skin > & p_skin ) {
skin = p_skin ;
_skinning_changed ( ) ;
}
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Ref < Skin > GPUParticles3D : : get_skin ( ) const {
return skin ;
}
void GPUParticles3D : : set_transform_align ( TransformAlign p_align ) {
ERR_FAIL_INDEX ( uint32_t ( p_align ) , 4 ) ;
transform_align = p_align ;
RS : : get_singleton ( ) - > particles_set_transform_align ( particles , RS : : ParticlesTransformAlign ( transform_align ) ) ;
}
GPUParticles3D : : TransformAlign GPUParticles3D : : get_transform_align ( ) const {
return transform_align ;
}
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void GPUParticles3D : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_emitting " , " emitting " ) , & GPUParticles3D : : set_emitting ) ;
ClassDB : : bind_method ( D_METHOD ( " set_amount " , " amount " ) , & GPUParticles3D : : set_amount ) ;
ClassDB : : bind_method ( D_METHOD ( " set_lifetime " , " secs " ) , & GPUParticles3D : : set_lifetime ) ;
ClassDB : : bind_method ( D_METHOD ( " set_one_shot " , " enable " ) , & GPUParticles3D : : set_one_shot ) ;
ClassDB : : bind_method ( D_METHOD ( " set_pre_process_time " , " secs " ) , & GPUParticles3D : : set_pre_process_time ) ;
ClassDB : : bind_method ( D_METHOD ( " set_explosiveness_ratio " , " ratio " ) , & GPUParticles3D : : set_explosiveness_ratio ) ;
ClassDB : : bind_method ( D_METHOD ( " set_randomness_ratio " , " ratio " ) , & GPUParticles3D : : set_randomness_ratio ) ;
ClassDB : : bind_method ( D_METHOD ( " set_visibility_aabb " , " aabb " ) , & GPUParticles3D : : set_visibility_aabb ) ;
ClassDB : : bind_method ( D_METHOD ( " set_use_local_coordinates " , " enable " ) , & GPUParticles3D : : set_use_local_coordinates ) ;
ClassDB : : bind_method ( D_METHOD ( " set_fixed_fps " , " fps " ) , & GPUParticles3D : : set_fixed_fps ) ;
ClassDB : : bind_method ( D_METHOD ( " set_fractional_delta " , " enable " ) , & GPUParticles3D : : set_fractional_delta ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_interpolate " , " enable " ) , & GPUParticles3D : : set_interpolate ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_process_material " , " material " ) , & GPUParticles3D : : set_process_material ) ;
ClassDB : : bind_method ( D_METHOD ( " set_speed_scale " , " scale " ) , & GPUParticles3D : : set_speed_scale ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_collision_base_size " , " size " ) , & GPUParticles3D : : set_collision_base_size ) ;
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ClassDB : : bind_method ( D_METHOD ( " is_emitting " ) , & GPUParticles3D : : is_emitting ) ;
ClassDB : : bind_method ( D_METHOD ( " get_amount " ) , & GPUParticles3D : : get_amount ) ;
ClassDB : : bind_method ( D_METHOD ( " get_lifetime " ) , & GPUParticles3D : : get_lifetime ) ;
ClassDB : : bind_method ( D_METHOD ( " get_one_shot " ) , & GPUParticles3D : : get_one_shot ) ;
ClassDB : : bind_method ( D_METHOD ( " get_pre_process_time " ) , & GPUParticles3D : : get_pre_process_time ) ;
ClassDB : : bind_method ( D_METHOD ( " get_explosiveness_ratio " ) , & GPUParticles3D : : get_explosiveness_ratio ) ;
ClassDB : : bind_method ( D_METHOD ( " get_randomness_ratio " ) , & GPUParticles3D : : get_randomness_ratio ) ;
ClassDB : : bind_method ( D_METHOD ( " get_visibility_aabb " ) , & GPUParticles3D : : get_visibility_aabb ) ;
ClassDB : : bind_method ( D_METHOD ( " get_use_local_coordinates " ) , & GPUParticles3D : : get_use_local_coordinates ) ;
ClassDB : : bind_method ( D_METHOD ( " get_fixed_fps " ) , & GPUParticles3D : : get_fixed_fps ) ;
ClassDB : : bind_method ( D_METHOD ( " get_fractional_delta " ) , & GPUParticles3D : : get_fractional_delta ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_interpolate " ) , & GPUParticles3D : : get_interpolate ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_process_material " ) , & GPUParticles3D : : get_process_material ) ;
ClassDB : : bind_method ( D_METHOD ( " get_speed_scale " ) , & GPUParticles3D : : get_speed_scale ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_collision_base_size " ) , & GPUParticles3D : : get_collision_base_size ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_draw_order " , " order " ) , & GPUParticles3D : : set_draw_order ) ;
ClassDB : : bind_method ( D_METHOD ( " get_draw_order " ) , & GPUParticles3D : : get_draw_order ) ;
ClassDB : : bind_method ( D_METHOD ( " set_draw_passes " , " passes " ) , & GPUParticles3D : : set_draw_passes ) ;
ClassDB : : bind_method ( D_METHOD ( " set_draw_pass_mesh " , " pass " , " mesh " ) , & GPUParticles3D : : set_draw_pass_mesh ) ;
ClassDB : : bind_method ( D_METHOD ( " get_draw_passes " ) , & GPUParticles3D : : get_draw_passes ) ;
ClassDB : : bind_method ( D_METHOD ( " get_draw_pass_mesh " , " pass " ) , & GPUParticles3D : : get_draw_pass_mesh ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_skin " , " skin " ) , & GPUParticles3D : : set_skin ) ;
ClassDB : : bind_method ( D_METHOD ( " get_skin " ) , & GPUParticles3D : : get_skin ) ;
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ClassDB : : bind_method ( D_METHOD ( " restart " ) , & GPUParticles3D : : restart ) ;
ClassDB : : bind_method ( D_METHOD ( " capture_aabb " ) , & GPUParticles3D : : capture_aabb ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_sub_emitter " , " path " ) , & GPUParticles3D : : set_sub_emitter ) ;
ClassDB : : bind_method ( D_METHOD ( " get_sub_emitter " ) , & GPUParticles3D : : get_sub_emitter ) ;
ClassDB : : bind_method ( D_METHOD ( " emit_particle " , " xform " , " velocity " , " color " , " custom " , " flags " ) , & GPUParticles3D : : emit_particle ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_trail_enabled " , " enabled " ) , & GPUParticles3D : : set_trail_enabled ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_trail_lifetime " , " secs " ) , & GPUParticles3D : : set_trail_lifetime ) ;
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ClassDB : : bind_method ( D_METHOD ( " is_trail_enabled " ) , & GPUParticles3D : : is_trail_enabled ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_trail_lifetime " ) , & GPUParticles3D : : get_trail_lifetime ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_transform_align " , " align " ) , & GPUParticles3D : : set_transform_align ) ;
ClassDB : : bind_method ( D_METHOD ( " get_transform_align " ) , & GPUParticles3D : : get_transform_align ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " emitting " ) , " set_emitting " , " is_emitting " ) ;
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ADD_PROPERTY_DEFAULT ( " emitting " , true ) ; // Workaround for doctool in headless mode, as dummy rasterizer always returns false.
Fix editor suffixes and degrees conversion
* Functions to convert to/from degrees are all gone. Conversion is done by the editor.
* Use PROPERTY_HINT_ANGLE instead of PROPERTY_HINT_RANGE to edit radian angles in degrees.
* Added possibility to add suffixes to range properties, use "min,max[,step][,suffix:<something>]" example "0,100,1,suffix:m"
* In general, can add suffixes for EditorSpinSlider
Not covered by this PR, will have to be addressed by future ones:
* Ability to switch radians/degrees in the inspector for angle properties (if actually wanted).
* Animations previously made will most likely break, need to add a way to make old ones compatible.
* Only added a "px" suffix to 2D position and a "m" one to 3D position, someone needs to go through the rest of the engine and add all remaining suffixes.
* Likely also need to track down usage of EditorSpinSlider outside properties to add suffixes to it too.
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " amount " , PROPERTY_HINT_RANGE , " 1,1000000,1,exp " ) , " set_amount " , " get_amount " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : NODE_PATH , " sub_emitter " , PROPERTY_HINT_NODE_PATH_VALID_TYPES , " GPUParticles3D " ) , " set_sub_emitter " , " get_sub_emitter " ) ;
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ADD_GROUP ( " Time " , " " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " lifetime " , PROPERTY_HINT_RANGE , " 0.01,600.0,0.01,or_greater,exp,suffix:s " ) , " set_lifetime " , " get_lifetime " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " one_shot " ) , " set_one_shot " , " get_one_shot " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " preprocess " , PROPERTY_HINT_RANGE , " 0.00,600.0,0.01,exp,suffix:s " ) , " set_pre_process_time " , " get_pre_process_time " ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
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ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " speed_scale " , PROPERTY_HINT_RANGE , " 0,64,0.01 " ) , " set_speed_scale " , " get_speed_scale " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " explosiveness " , PROPERTY_HINT_RANGE , " 0,1,0.01 " ) , " set_explosiveness_ratio " , " get_explosiveness_ratio " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " randomness " , PROPERTY_HINT_RANGE , " 0,1,0.01 " ) , " set_randomness_ratio " , " get_randomness_ratio " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " fixed_fps " , PROPERTY_HINT_RANGE , " 0,1000,1,suffix:FPS " ) , " set_fixed_fps " , " get_fixed_fps " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " interpolate " ) , " set_interpolate " , " get_interpolate " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " fract_delta " ) , " set_fractional_delta " , " get_fractional_delta " ) ;
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ADD_GROUP ( " Collision " , " collision_ " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " collision_base_size " , PROPERTY_HINT_RANGE , " 0,128,0.01,or_greater,suffix:m " ) , " set_collision_base_size " , " get_collision_base_size " ) ;
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ADD_GROUP ( " Drawing " , " " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : AABB , " visibility_aabb " , PROPERTY_HINT_NONE , " suffix:m " ) , " set_visibility_aabb " , " get_visibility_aabb " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " local_coords " ) , " set_use_local_coordinates " , " get_use_local_coordinates " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " draw_order " , PROPERTY_HINT_ENUM , " Index,Lifetime,Reverse Lifetime,View Depth " ) , " set_draw_order " , " get_draw_order " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " transform_align " , PROPERTY_HINT_ENUM , " Disabled,Z-Billboard,Y to Velocity,Z-Billboard + Y to Velocity " ) , " set_transform_align " , " get_transform_align " ) ;
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ADD_GROUP ( " Trails " , " trail_ " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " trail_enabled " ) , " set_trail_enabled " , " is_trail_enabled " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " trail_lifetime " , PROPERTY_HINT_RANGE , " 0.01,10,0.01,or_greater,suffix:s " ) , " set_trail_lifetime " , " get_trail_lifetime " ) ;
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ADD_GROUP ( " Process Material " , " " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : OBJECT , " process_material " , PROPERTY_HINT_RESOURCE_TYPE , " ShaderMaterial,ParticleProcessMaterial " ) , " set_process_material " , " get_process_material " ) ;
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ADD_GROUP ( " Draw Passes " , " draw_ " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " draw_passes " , PROPERTY_HINT_RANGE , " 0, " + itos ( MAX_DRAW_PASSES ) + " ,1 " ) , " set_draw_passes " , " get_draw_passes " ) ;
for ( int i = 0 ; i < MAX_DRAW_PASSES ; i + + ) {
ADD_PROPERTYI ( PropertyInfo ( Variant : : OBJECT , " draw_pass_ " + itos ( i + 1 ) , PROPERTY_HINT_RESOURCE_TYPE , " Mesh " ) , " set_draw_pass_mesh " , " get_draw_pass_mesh " , i ) ;
}
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ADD_PROPERTY ( PropertyInfo ( Variant : : OBJECT , " draw_skin " , PROPERTY_HINT_RESOURCE_TYPE , " Skin " ) , " set_skin " , " get_skin " ) ;
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BIND_ENUM_CONSTANT ( DRAW_ORDER_INDEX ) ;
BIND_ENUM_CONSTANT ( DRAW_ORDER_LIFETIME ) ;
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BIND_ENUM_CONSTANT ( DRAW_ORDER_REVERSE_LIFETIME ) ;
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BIND_ENUM_CONSTANT ( DRAW_ORDER_VIEW_DEPTH ) ;
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BIND_ENUM_CONSTANT ( EMIT_FLAG_POSITION ) ;
BIND_ENUM_CONSTANT ( EMIT_FLAG_ROTATION_SCALE ) ;
BIND_ENUM_CONSTANT ( EMIT_FLAG_VELOCITY ) ;
BIND_ENUM_CONSTANT ( EMIT_FLAG_COLOR ) ;
BIND_ENUM_CONSTANT ( EMIT_FLAG_CUSTOM ) ;
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BIND_CONSTANT ( MAX_DRAW_PASSES ) ;
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BIND_ENUM_CONSTANT ( TRANSFORM_ALIGN_DISABLED ) ;
BIND_ENUM_CONSTANT ( TRANSFORM_ALIGN_Z_BILLBOARD ) ;
BIND_ENUM_CONSTANT ( TRANSFORM_ALIGN_Y_TO_VELOCITY ) ;
BIND_ENUM_CONSTANT ( TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY ) ;
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}
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GPUParticles3D : : GPUParticles3D ( ) {
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particles = RS : : get_singleton ( ) - > particles_create ( ) ;
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RS : : get_singleton ( ) - > particles_set_mode ( particles , RS : : PARTICLES_MODE_3D ) ;
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set_base ( particles ) ;
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one_shot = false ; // Needed so that set_emitting doesn't access uninitialized values
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set_emitting ( true ) ;
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set_one_shot ( false ) ;
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set_amount ( 8 ) ;
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set_lifetime ( 1 ) ;
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set_fixed_fps ( 30 ) ;
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set_fractional_delta ( true ) ;
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set_interpolate ( true ) ;
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set_pre_process_time ( 0 ) ;
set_explosiveness_ratio ( 0 ) ;
set_randomness_ratio ( 0 ) ;
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set_trail_lifetime ( 0.3 ) ;
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set_visibility_aabb ( AABB ( Vector3 ( - 4 , - 4 , - 4 ) , Vector3 ( 8 , 8 , 8 ) ) ) ;
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set_use_local_coordinates ( false ) ;
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set_draw_passes ( 1 ) ;
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set_draw_order ( DRAW_ORDER_INDEX ) ;
set_speed_scale ( 1 ) ;
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set_collision_base_size ( collision_base_size ) ;
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set_transform_align ( TRANSFORM_ALIGN_DISABLED ) ;
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}
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GPUParticles3D : : ~ GPUParticles3D ( ) {
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ERR_FAIL_NULL ( RenderingServer : : get_singleton ( ) ) ;
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RS : : get_singleton ( ) - > free ( particles ) ;
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}